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I realise there is already a thread for the Commodore Amiga in the Android section. I should know, as of late I've essentially taken it over! It's one of the most viewed threads in the Android section, so clearly many of you adore the Amiga as much as I do. That thread has become quite long and it's quite confusing with people choosing to emulate the Amiga in different ways. I decided it would be best to start my own thread, streamlining it to show the best way to get this done. As I do have a "proof of concept" setup working! This project I've taken on is a mammoth undertaking, as the Amiga is quite a complicated system to do. I'll try to explain why and how I've decided to proceed, keeping you guys up to speed with my progress here. The first real issue is the naming that Hyperspin has been using for some time now. It's based from the Whdload zip file names, which was a logical choice BUT the problem is these zip names keep changing over time as they get updated. This throws the database entries and all media assets out of whack. It's my belief that this naming is what is really holding us back doing the Amiga justice. Second problem for us Android users anyway, is that we can't use the zip files directly with an emulator. They needed to be extracted out and we used a bootloader to patch the files for the emulator and launch the games. All seemed well and good until I started testing games and found many wouldn't work. Very confusing as the same game files worked fine from a workbench environment I'd set up, with it's own bootloader I added in. I suspected it was the "ultimate amiga" bootloader for the Hyperspin wheel at fault, which proved to be correct. So the best way to launch these Amiga games from the Hyperspin wheel, is to actually use HDF versions of the games. This removes the need for the bootloader. I decided to keep the game folders extracted from the whdload zip files. Continuing to use these with the workbench (Amiga's OS) hdf I created. Having this is a nice nostalgic nod, I'm sure genuine Amiga fans will appreciate. Unfortunately we can't just point the emulator to these hdf files, it's not that simple. Each game requires a config file that points to where the particular hdf game file is, what kick-start (i.e Bios) to use, video settings, control bindings etc. These files are known as uae files, as that is the extension we tell Hyperspin to look for. We trick it into thinking these uae's are the actual "game Roms". Sadly uae files aren't universal between emulators. So choosing the right emulator to begin with is important. Many people had chosen to use RetroArch. Which can't do the CD32, so I'll strike it off for that reason alone (although there are other reasons). I spent a long time waiting on Amiberry to be ported to Android but the devs haven't delivered. I'm not waiting any longer, so I'm continuing to proceed with Uae4arm. As I write this, the latest version of Uae4arm crashes on Android TV (i.e Shield TV) but does run fine on Android phones. The devs are aware and trying to resolve this. There is an older apk version we can install for now, which does work. Another slight annoyance is that Uae4arm is quite fussy about how the uae files are named. They can NOT have special characters in them (e.g a space) or the emulator won't launch them! My next complaint was that Hyperspin has "rules" about what games should be included in the xml database file. I do NOT agree with these "guidelines". I want a definitive collection of Amiga games. I've decided to branch the Amiga out into different wheels, ECS, AGA and CD32. As an analogy think of Sega's Megadrive and it's hardware addons. Megadrive=ECS, Sega32X=AGA (better graphics chipset on later Amigas) and finally the MegaCD=CD32 (better audio track and FMV). There is a "HDF game set" floating around. However... I got to know the creator, from doing videos on my proof of concept setup. I've persuaded him to rename the files to something more sensible, that should help other frontends scrape for metadata and artwork. These names will not change over time as he updates the collection. He does release notes, so this info can be used to keep the xml database file up to date. Currently he's overhauling the hdf files so they take up less storage and even adding cheat and trainer options to the loading splash screen....very cool stuff! I'm working on creating missing artwork (wheel, 3D box, diskette and video snaps), keeping busy until this new hdf collection is complete. Then I can start creating the uae files needed. This will be laborious, as Uae4arm doesn't do cycle exact emulation. I need to make sure each game is configured correctly to run at the proper speed, I'll also bind commonly needed keyboard keys to the gamepad on a per game basis. If you're confused, that's OK! It should all make sense, once I get around to uploading some more videos. Yes I will make my assets available to you all (minus the games obviously due to Hyperspin rules), once I'm happy with the collection.
This is the start of the WIP guide and Amiga Project thread DONT REPLY TO THIS THREAD REPLY TO THIS ONE(clicky) For now this will become a tempory guide to UAE4arm setup with the Ultimate Amiga Raspberry Pi Project a helpful source of information in google Step 1 - Install Uae4arm (beta) You need to follow this link to sign up to be a beta tester to gain access to the apk that can launch games directly from Hyperspin. https://play.google.com/apps/testing/atua.anddev.uae4arm Link above taken from the English Amiga Board and the post below http://eab.abime.net/showpost.php?p=1158186&postcount=349 Step 2 - Install Kickstarts WIP Database taken from this thread post More to follow Amiberry Android progress threads https://github.com/midwan/amiberry/issues/206 https://github.com/midwan/amiberry/issues/241
Commodore Amiga - System Pack (Includes Artwork) View File This pack gathers what could be found for Commodore Amiga, it's a huge system and it doesn't have all artwork available so far, but it has a lot of artwork available and this is an effort to make it available. Includes: Default/System and Main Themes, Box and Cart Art,Wheels, Pointer, Letters, Theme Settings and Database, all media converted for 16:9 wide screen. Does not include: Videos, Roms. There are Arcade, PSX or Xbox variants to choose from. You`ll notice in the screen-shots that these system themes keeps the video frame instead of reloading it every time you scroll through the games, it also shows the console or manufacturer logo while it waits for the videos to be displayed. These themes don't use Special arts, deactivate them in HyperHQ or just move or delete the special folder which contains special.swf files. HyperHQ Settings, copy these settings, it will make the theme look correct with these themes: Here you can disable special artwork that won't be used in these themes: Paste Nintendo Commodore Amiga.ini to the "Settings" folder, located in the same directory where Hyperspin.exe resides. I only created themes, converted artwork to fit them and to be properly displayed in wide-screen displays, all credits for boxes, carts and other media goes to their respective authors. Submitter Aorin Submitted 03/04/2017 Category System Default Themes HyperBase Version Media Dimensions File Count Credits